Kirthfinder - World of Warriorcraft Houserules


Homebrew and House Rules

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Liberty's Edge

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Kirth Gersen wrote:
Does no one but me actually use Microsoft Office? I hadn't realized I was missing the boat.

You have to pay for it nowadays, I think. So, a lot of people are just running Libre Office and Open Office, since they're free and do everything Windows Office does. Libre just doesn't play well on non-Linux machines, I think because Microsoft REALLY hates the Linux programs (I run Ubuntu on a seven year old laptop and my machine is faster than any new laptop running Windows 8), since they're faster, more stable and are FREE.

Edit: Kirth, the reason you've used Office in three jobs is because most companies just get Windows because they know just about everyone has used it at one time or another and it saves money in training. Most computer people don't use Windows or run a partitioned hard drive with a Windows shell so they can use sites with Silverlight and whatever soundcloud/Spotify uses for DRM.


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houstonderek wrote:
run a partitioned hard drive with a Windows shell so they can use sites with Silverlight and whatever soundcloud/Spotify uses for DRM.

Or have a drive for x64 games.

=P


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I made PDFs of the Kirthfinder files so if anyone wants those PM your email to me.


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houstonderek wrote:
Kirth Gersen wrote:
Does no one but me actually use Microsoft Office? I hadn't realized I was missing the boat.

You have to pay for it nowadays, I think. So, a lot of people are just running Libre Office and Open Office, since they're free and do everything Windows Office does. Libre just doesn't play well on non-Linux machines, I think because Microsoft REALLY hates the Linux programs (I run Ubuntu on a seven year old laptop and my machine is faster than any new laptop running Windows 8), since they're faster, more stable and are FREE.

Edit: Kirth, the reason you've used Office in three jobs is because most companies just get Windows because they know just about everyone has used it at one time or another and it saves money in training. Most computer people don't use Windows or run a partitioned hard drive with a Windows shell so they can use sites with Silverlight and whatever soundcloud/Spotify uses for DRM.

The other issue, is unless you can find a copy of Office 2007 or 2010 you are stuck with Office 365 which you can only rent from Microsoft, not purchase. That drives a lot of people towards programs like Open Office and Libre Office.

Liberty's Edge

Scavion wrote:
houstonderek wrote:
run a partitioned hard drive with a Windows shell so they can use sites with Silverlight and whatever soundcloud/Spotify uses for DRM.

Or have a drive for x64 games.

=P

Thanks, I forgot about that, I'm pretty much a console player now. ;=)


Not exactly sure how to fix Paragnostic Disciple's table. My current "fix" was to remove it entirely and just have it sit by itself in a file so you can clearly see it's contents.

Kirth how'd you split the latter end of Domain feats into 4 columns? I can't seem to shift it back to 2.

UPDATE:

I was able to "fix" the section by making the feats prior to Paragnostic Disciple into one column. The latter feats defaulted to 2 columns when I did that.

It looks a little funky but the Domain feats are easier to read now.


I have a question regarding favoured class bonuses for hybrid races that do not include any information under "typical classes". Do these hybrids not receive any special favoured class bonuses, or do they get to select favoured class bonuses from one or both of their parent races?

Also, I'm not sure if it is deliberately missing or not, but there does not seem to be a cover page for Chapter 3 in the word documents sent out. I'm guessing it is for the Classes, but the documents appear to just jump directly in with the Barbarian without any preamble.


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As a follow-up, I am really really enjoying reading this. The organization is much better than the previous version and the simplification of many mechanics makes it much easier to play. The skill system is something that really can be ported directly into pretty much any Pathfinder game for a general overall upgrade in both useability and balance.


Just started reading this so I do not know if it all works but thanks for this. I doubt that this will get into my current game but because the players would balk at add this much in a week but it will be there after that if E6 does not happen.

Hey kirth you should make an E6 version of your rules

Runs and hides. That is a joke, you have done more then your fair share already.


Caedwyr wrote:
I have a question regarding favoured class bonuses for hybrid races that do not include any information under "typical classes". Do these hybrids not receive any special favoured class bonuses, or do they get to select favoured class bonuses from one or both of their parent races?

For unusual and powerful hybrids: I wanted the options to be there, but did not want to actively encourage people to play them. So they get no special favored class stuff. People still play them anyway, but not everyone does, so it keeps them somewhat unusual, which they're supposed to be.

Caedwyr wrote:
Also, I'm not sure if it is deliberately missing or not, but there does not seem to be a cover page for Chapter 3 in the word documents sent out. I'm guessing it is for the Classes, but the documents appear to just jump directly in with the Barbarian without any preamble.

Correct; since each class is a separate file, I never bothered with a cover page.


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OK, thinking about firearms, I had an idea.

What if we made an evocation spell (Chapter 7) and called it, for lack of a better name right now, bullet. The spell would consist of ray of frost (0) + Reach Spell (Close to Medium; +1 level) + Versatile Evocation (force; +1 level) + Energy Admixture Evocation (piercing; +0 levels) = 2nd level spell.

Now we make, in essence, a wand of bullet: [2nd level spell x CL 3rd x 900 (command-activated) x 0.5 (limited ammunition capacity) = 2,700 numen. If you pack multiple clips, use the personal inventory rules in Chapter 6.

You have a weapon that can be fired once per round as a ranged touch attack for 3d6 damage (half piercing, half force); the ranged touch thing simulates the main draw of firearms in Pathfinder. This is a basic pistol. The cost puts it just within reach for a 3rd level character, but we could add some sort of jam/misfire mechanic with contingent-based pricing to lower the cost.

Now imagine that we add the Ray Splitting feat to the base spell, making it 3rd level and giving you two attacks per round at 4d6 damage each. Slap a +1 enhancement bonus to attacks on it to simulate Masterwork manufacturing standards, and you have a Glock 17.


Obviously, for a longer-range rifle, you could simply increase the spell level adjustment for the Reach Spell feat. For higher-velocity or heavier-caliber guns, simply increase the caster level. For a scattergun, apply the Shape Spell feat to the base spell. For a ray gun, replace the piercing damage with fire damage. Etc.


FYI, for the people in the 2nd mailing who were unable to retrieve any attachments, I just tried again, starting with a new email instead of a forward -- hopefully this will work.

Dark Archive

So how does this work - send a pm to someone and I get a download link or are these sent out via mass email or...

is the First Rule of Kirth Club is to not talk about Kirth Club?


The first. Just don't choose Kirth himself.


Kirth Gersen wrote:

OK, thinking about firearms, I had an idea.

What if we made an evocation spell (Chapter 7) and called it, for lack of a better name right now, bullet. The spell would consist of ray of frost (0) + Reach Spell (Close to Medium; +1 level) + Versatile Evocation (force; +1 level) + Energy Admixture Evocation (piercing; +0 levels) = 2nd level spell.

Now we make, in essence, a wand of bullet: [2nd level spell x CL 3rd x 900 (command-activated) x 0.5 (limited ammunition capacity) = 2,700 numen. If you pack multiple clips, use the personal inventory rules in Chapter 6.

You have a weapon that can be fired once per round as a ranged touch attack for 3d6 damage (half piercing, half force); the ranged touch thing simulates the main draw of firearms in Pathfinder. This is a basic pistol. The cost puts it just within reach for a 3rd level character, but we could add some sort of jam/misfire mechanic with contingent-based pricing to lower the cost.

Now imagine that we add the Ray Splitting feat to the base spell, making it 3rd level and giving you two attacks per round at 4d6 damage each. Slap a +1 enhancement bonus to attacks on it to simulate Masterwork manufacturing standards, and you have a Glock 17.

Funny part is, I've been working on a character who uses Eldritch Blast and Innate Metamagic (Evocation, Versatile) to simulate Samus Aran's arm cannon from the Metroid: Prime games.


Arrius wrote:
Monk scaling Sutras, as well as plethora of bonus feats has been negatively received from my group (except perhaps the Monk). Therefore, I have cut many of the sutras in half when scaling to Superior and Sublime. An ability purchased should not be as good as an inherit ability.

To make up for the scaling effect, sutras should be gained every 4 levels after the 2nd, not every two; in other words, at 3rd, 7th, etc. (odd levels when the scaling does not occur). I'd meant to change this and somehow missed it; consider it an official erratum. Likewise, as Timeless Body is an advanced sutra, it should not appear on the Monk table.

The text for the sutra ability should be amended as follows:
"At 1st level, you receive knowledge of a sutra, a form of ascetic mastery. You gain an additional sutra at 3rd level, and every 4 class levels thereafter. Sutras are described in Appendix A. Most have effects that scale with your class level, representing steps along your path to self-perfection; improvements occur at levels 5th (Improved Sutra), 9th (Greater Sutra), 13th (Superior Sutra), and 17th (Sublime Sutra), as listed for each sutra. Class synergy effects that apply to the level at which your sutras operate apply towards these improvements."

This and other errata for the final mailing are posted under this avatar.


Kirth Gersen wrote:

OK, thinking about firearms, I had an idea.

What if we made an evocation spell (Chapter 7) and called it, for lack of a better name right now, bullet. The spell would consist of ray of frost (0) + Reach Spell (Close to Medium; +1 level) + Versatile Evocation (force; +1 level) + Energy Admixture Evocation (piercing; +0 levels) = 2nd level spell.

Now we make, in essence, a wand of bullet: [2nd level spell x CL 3rd x 900 (command-activated) x 0.5 (limited ammunition capacity) = 2,700 numen. If you pack multiple clips, use the personal inventory rules in Chapter 6.

You have a weapon that can be fired once per round as a ranged touch attack for 3d6 damage (half piercing, half force); the ranged touch thing simulates the main draw of firearms in Pathfinder. This is a basic pistol. The cost puts it just within reach for a 3rd level character, but we could add some sort of jam/misfire mechanic with contingent-based pricing to lower the cost.

Now imagine that we add the Ray Splitting feat to the base spell, making it 3rd level and giving you two attacks per round at 4d6 damage each. Slap a +1 enhancement bonus to attacks on it to simulate Masterwork manufacturing standards, and you have a Glock 17.

What's the point in making something like this instead of just creating a weapon the follows the normal weapon rules?

Dark Archive

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I got the email with the rules today. Thanks. :)


Caedwyr wrote:
What's the point in making something like this instead of just creating a weapon the follows the normal weapon rules?

I initially started with a repeating hand crossbow and stacked on spring steel material (for increased damage), etc. By the time I got to something halfway reasonable, the cost was a lot higher than what I posted.

I don't subscribe to the "water balloon" school of weapons rules. If one weapon follows the normal weapon rules but is 10x better than other weapons following the same rules, I consider that a flaw, not a feature.


The #1 most frequent question I get is about monsters. So I picked what I hope will be an illustrative example: the thorciasid from the 3.5 edition System Reference Document. Only I'm not going to just grab his stats from there, add an intuition save, and run an encounter. Instead, I'm going to build him from the ground up so that you can see where monsters come from -- if I need a powerful monster, I usually pick a thematic example and buff it as needed.

So, to make a thorciasid -- essentially a giant, intelligent life-eating cockroach -- I'm going to start with a giant hissing cockroach from the Bestiary 2, a Medium cockroach with CR 1, 2 HD.

  • To make him intelligent, I apply the awaken spell. I treat that as a +1 CR template, so now I have an intelligent, CR 2, 4 HD roach.
  • To get stats close to the SRD monster's, I apply the Advanced simple template: CR 3, 4 HD.
  • I add 24 racial HD, for 28 HD, CR 15.
  • The monster has SR, resistances, DR, etc. I use the fiendish simple template for that, bumping his CR to 16.
  • I use his feats to get the SLAs, extra attack, higher Dex, and other stuff he needs.

    The final product:

    Spoiler:
    THORCIASID (CR 16)
    Awakened, advanced fiendish hissing cockroach
    NE Medium magical beast [augmented vermin]
    Init +12; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +33
    Aura hiss 30 ft. (as Staredown)
    Languages Common

    AC 35, touch 31, flat-footed 20
    (+8 Dex, +7 dodge, +6 insight, +4 natural)
    hp 322 (28 HD; LW 161/HW 80); DR 10/good
    Resist cold 15, fire 15; SR 17
    Saves Fort +17, Ref +16, Int +10, Will +14
    Weaknesses light sensitivity

    Spd 60 ft., climb 30 ft., fly 40 ft.
    Melee 2 claws +32 (1d6+14 plus DC 28 Fort or 1d6 Str, Dex, and Con damage), and antennae +32 touch (10d6 vampiric touch plus 1 negative level; DC 21)
    Ranged web
    Base Atk +21; CMB +34; CMD 50

    Spell-Like Abilities (CL 28th)
    1/day—temporal stasis (DC 24, check +18; manifests as cocoon over victim)
    3/day—Fell Draining vampiric touch (DC 21),
    At will-alter self, web (DC 18, check +30)
    Continuous—haste

    Attributes Str 20, Dex 26, Con 25, Int 22, Wis 15, Cha 22
    Skills Acrobatics (18/+26), Athletics (18/+26; climb +32), Bluff (28/+34), Concentration (28/+34), Diplomacy (14/+20), Fly (0/+8), Escape Artist (28/+39), Perception (28/+33), Perform (acting) (20/+26), Stealth (28/+39), Survival (14/+16)
    Feats Agility Training, Canny Defense, Crippling Strike, Dodge, Improved Initiative, Innate Metamagic (quicken vampiric touch), Magical Talent and Magical Array (1st-?, 2nd-alter self, 3rd-web, 4th-5th-? 6th--Fell draining vampiric touch, 7th-?, 8th-temporal stasis, 9th-?), Permanent Spell (haste), Spring Attack, Staredown, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (claw)

    On the whole, I end up with slightly lower AC, hp, and saves, but the CR is 6 lower than the one listed in the SRD. Also note that I haven't spent any of his numen yet; using that to bump his Con and natural armor and give him resistance would bring me very close to the SRD version, if that's what I wanted. (I also have a couple more SLAs to assign, for that matter.)

    ---

    I wouldn't do this with every monster, obviously, but if I were designing an adventure around a nest of these things, I'd for sure go through an exercise similar to this one to stat out my primary villains and some variants -- not to try and emulate something else, but to build a memorable series of encounters, even if the critters end up different from the ones in the rulebooks.


  • P.S. I'm sure there are errors in the above; it's something I whipped up as an illustration. If I were using it in an adventure, I'd have done a proper job.

    Also, I'll repeat my previous offer: if anyone has any monsters they particularly want to see, I'll be happy to take a look at them and stat something up for you.


    I have a question about how the armor training class feature works. As it is worded, When using both armor and a shield the above bonus stack. The difference in opinion only comes up with the shield bonus to AC stacking with the armor bonus. As the document reads these both should stack for a total of +2 (level 1 as an example) however our GM brings up that competence bonus's do not stack therefor the total bonus to AC should only be +1. I was wondering if you would be able to clear this up.

    PS: I enjoy the changes you have made to the system.


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    Think of it as a Competence Bonus TO an Armor or Shield Bonus. Same way Enhancement to Armor stacks with Enhancement to Shield.

    DISCLAIMER: this is only my opinion based on the question, I haven't yet read the material referenced.


    Kyrt-rider is correct, and I evidently need to clarify the wording.
    The bonuses were intended to stack.

    That said, if your referee is trying a variant in which they don't, roll with it, don't argue with him/her -- just let me know how it works!


    Minor movement of some text:

    I think a lot can be clarified if we create add the following to the Combat section of Chapter 1:

    Spoiler:
    PRECISION DAMAGE
    A number of abilities, notably sneak attack, allow you to hit a vital spot for extra damage, usually expressed as a number of six-sided dice. This additional damage is called “precision damage,” and follows the standard rules outlined here. Unless otherwise noted, precision damage is of the same type as the attack that delivered it. It does not multiply on a critical.
    Precision damage applies only against creatures with a discernible anatomy; oozes and elementals are immune, and the fortification ability applies against it. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Normally, you cannot deal precision damage against opponents with concealment. The Blind-Fight feat enables you to deal precision damage in melee against opponents with concealment; the Precise Shot feat allows you to deal ranged precision damage against opponents with concealment, as detailed in the feat descriptions.
    Normally, ranged attacks can count as sneak attacks only if the target is within point blank range (normally 30 feet, although the Point-Blank Shot feat can expand this range). As a full attack action, you can make a single ranged sneak attack at any range.
    Unless otherwise noted, precision damage stacks.

    Now we just spell out that punishing stance, sneak attack, unarmed mastery, and Vital Strike are precision damage, and that [Strike] feats are precision effects. This saves a lot of repeated text like "does not multiply on a critical" and "with a discernible anatomy" and so on.


    The Egg of Coot wrote:
    Arrius wrote:
    Monk scaling Sutras, as well as plethora of bonus feats has been negatively received from my group (except perhaps the Monk). Therefore, I have cut many of the sutras in half when scaling to Superior and Sublime. An ability purchased should not be as good as an inherit ability.

    To make up for the scaling effect, sutras should be gained every 4 levels after the 2nd, not every two; in other words, at 3rd, 7th, etc. (odd levels when the scaling does not occur). I'd meant to change this and somehow missed it; consider it an official erratum. Likewise, as Timeless Body is an advanced sutra, it should not appear on the Monk table.

    The text for the sutra ability should be amended as follows:
    "At 1st level, you receive knowledge of a sutra, a form of ascetic mastery. You gain an additional sutra at 3rd level, and every 4 class levels thereafter. Sutras are described in Appendix A. Most have effects that scale with your class level, representing steps along your path to self-perfection; improvements occur at levels 5th (Improved Sutra), 9th (Greater Sutra), 13th (Superior Sutra), and 17th (Sublime Sutra), as listed for each sutra. Class synergy effects that apply to the level at which your sutras operate apply towards these improvements."

    This and other errata for the final mailing are posted under this avatar.

    I am assuming this would change how the Aesthetic Druid functions since right now it still gains sutras each even numbered level.


    Talonhawke,

    Good catch. Yes, it would -- that initiation should provide the following:

    Spoiler:
    Martial Artist (Ex): Starting at 4th level, you gain Dodge as a bonus feat and Exotic proficiency in unarmed attacks, as a monk of your druid level. If you have levels in monk, your druid levels provide Weak synergy with your monk levels for purposes of determining your unarmed damage and weapon form bonus; if you also have the sacred fist monk sutra, this improves to Full synergy (this is a specific exception to the general rule prohibiting stacking of synergy features between the same two classes).
    Monk Sutras (Su): At 6th and 10th levels, you gain a monk sutra in place of a druidical initiate ability. Your monk levels and druid levels (if any) provide Full synergy for purposes of determining the effects and improvements of these sutras.
    Combat Style Feats (Ex): At 8th and again at 12th level, you gain a bonus feat chosen from the list of monk Combat Style feats. Also add the following to the list of options: Adaptability, Beginner's Luck, Chaotic Mind, Nameless. You must meet all prerequisites normally.
    Advanced Sutra (Su): At 14th level, you gain an advanced monk sutra in place of a druidical initiate ability.


    The Egg of Coot,

    Thank you for rectifying the issue. Rather than individually searching out for posts, perhaps we could compile an errata for easier reference.

    As for more recent comments on the system:

    Alignments:
    Alignment System
    Under the suggested KF system, alignments are eschewed and only those with powerful ethical reasons gain alignment auras (rest being neutral). I suggest adopting D20 Modern allegiance rules. Pledging one’s self to three of the possible six makes for an apt replication of the alignment system in rules and with regard to spells, but has not as much philosophical redundancy. The rules for the Paladin, for example, are that he must pledge allegiance to an Organization: Paladin Order, a Belief System: Sarencrae, and an Ethical Philosophy: Lawful. This adds detail to the elaboration of where his loyalties lie and how he may go about exercising his duties with regard to whom he follows. For reference, here are the major criteria when it comes to choosing alignment axis.
    Person or Group: Lord, King, or Cult
    Organization: Church, Pathfinder Society, Red Mantis
    Nation: Druma, Molthune, Isger
    Belief System: Torag, Desna, Zon-Kuthon
    Ethical Philosophy: Lawful, Chaotic
    Moral Philosophy: Good, Evil, Neutral

    Variant not clarified:
    The destruction domain’s channel is negative energy that disintegrates destroyed objects. Objects cannot be healed or damage by negative nor positive energy.

    Balance issues:
    Bleeding Strike [Strike] has no save to negate or lessen the bleeding effect. I have set the normal Strike DC (Reflex) for half bleeding damage to 1 round.

    New Skill Uses:

    Emergency Healing: One with Heal as a class skill can perform what the skill does quicker (As Chapter 4 Fast Skill Use table), and lessens the penalty for 1 per 2 ranks in Heal.

    Multiple Personas: A character with 5 or more ranks in Disguise can wear a disguise over another disguise with clever uses of props, easily-ripped clothing, and proper tags and wigs. For every five other ranks in Perform (Acting), the character can wear one additional disguise, up to four disguises at 20 ranks in (Acting). The second layer of the disguise is always counted as a hastily-put disguise, incurring a -2 to the check, cumulative for every additional disguise layer. One layer can be removed as a full-round action.

    Accentuating Appearance: One can use makup and costumes to hide blemishes, increase your comeliness, and make you more attractive. Use of this skill takes the same time as a normal disguise, and instead gives you a bonus to Charisma-based checks (bonus equal to one half your ranks in Disguise, minimum 1) with people who are attracted to you (Referee discretion). This could also work to inspire horror, by making one’s self uglier or more intimidating.

    Spell-Cloth: One can use Craft (Needlework) to weave spells into cloth. This works exactly as scribing scrolls, but using enchanted thread instead of inks. Like scrolls, the cloth burns away when used. It uses the same statistics for scrolls, but is easier to conceal within the folds of one’s clothes. The cloth must be presented and have the thread cut to cast the spell.

    [spoiler=Spells, Conditions]
    I have found that it is difficult to replicate Phantasmal Killer via metamagic feats, but the process is by no means impossible. It requires quite a leap in conditions, however. The [Fear] condition must gain another level in severity, after [cowering], called [Shock]. A living creature not immune to fear will, when entering this state of fear, have to make a fortitude save. If successful, they will suffer internal trauma amounting to 1d6 per 3 HD the creature has, and have the condition lowered to [Cowering]. If the creature fails this save, they die of internal failure (heart failure, or mental shock if magical).
    The metamagic feat [Subjective Reality] I wrote down in my previous comment, as well as effects from the [Fear] descriptor (which is now under the Illusion school), can be used to achieve this level of fear. Phantasmal Killer in that case is simply a variant on Phantasmal Whisper, as seen below:
    Phantasmal Killer:
    Phantasmal Whisper (0) + Augment Illusion (-sound; -1 level) + Subjective Reality ([Fear] condition; +5 steps; +4 levels) + Reach Spell (Short to Medium; +1 level) = 4th level Illusion [Phantasm, Fear] spell that induces 5th level fear [Shaken, Frightened, Panicked, Cowering, Shock]. Two saves, one for the phantasm itself (on which a save the spell has no effect), and one for the fear; a successful save, the creature suffers 1d6 per 3 HD, and on a failed save, the creature dies.
    I would think that the ‘Cube’ shape for spells (like most illusion spells, and some ‘wall’ or ‘barrier’ spells) is a modified burst, but I suspect that allowing for Image Spells (or indeed, any illusion spell) to be a burst instead of a cube will be a gateway for illusionists taking over the world. [/spoilers]


    Arrius wrote:

    Rather than individually searching out for posts, perhaps we could compile an errata for easier reference.

    Click on The Egg of Coot's name on any of "his" posts. It's a hyperlink that will take you to the compiled errata.


    P.S. I love what you did with phantasmal killer. Simply adding another severity step to the [fear] chain is brilliant, even if it sort of messes with the standard 4-rung severity scale.


    So, after reading the comments on the marilith in this thread, I wanted to see what I could do with it. The creature below, I think, more accurately matches a CR 17 monster: anyone in melee with the thing pretty much automatically dies if it gets a full attack off. All I did was re-assign feats and spend numen.

    Spoiler:
    MARILITH (CR 17)
    CE Large outsider (demon) [chaotic, evil]
    Init +7; Senses darkvision 60 ft., true seeing; Perception +31
    Aura unholy aura (DC 25)
    Languages Abyssal; telepathy 100 ft.

    AC 47, touch 27, flat-footed 40 (-1 size, +7 Dex, +7 insight, +4 deflection, +15 natural, +5 armor)
    hp 264 (16 HD; LW 132/HW 66); 312 with belt (LW 156/HW 78); DR 10/cold iron and good
    Immune electricity, poison, precision damage, crits
    Resist acid 10, cold 10, fire 10; SR 28
    Saves Fort +26, Ref +21, Int +16, Will +21

    Spd 40 ft.
    Melee +4 scimitar +36/+31/+31/+31 (1d8+21/15–20)
    and 5 +1 scimitars +33/+28/+28/+28 (1d8+18/15–20)
    and tail slap +28 (2d6+12 plus grab)
    Face 5 ft. x 10 ft.; Reach 10 ft.
    Base Atk +16; CMB +33 (grapple +39); CMD 43
    Special Atks constrict (tail slap; 2d6+10 plus DC 25 Fort or unconscious 1d8 rounds), multiweapon mastery
    Spell-Like Abilities (CL 16th)
    Constant—magic weapon, true seeing, unholy aura (DC 25)
    At will—bless, greater teleport (self plus 50 lbs. only; check +12), heightened mage armor
    3/day—fly, telekinesis (DC 22, check +16)
    1/day—blade barrier (DC 23, check +14), project image (DC 24), summon monster VIII (hezrou)

    Attributes Str 25 (31 with belt), Dex 19 (25 with belt), Con 32 (38 with belt), Int 18, Wis 18, Cha 25
    Feats Bleeding Strike, Canny Defense, Critical Focus, Flay Foe, Improved Critical (scimitar), Improved Grapple (B), Multiweapon Fighting, Improved Multiweapon Fighting, Permanent Spell (B), Skill Focus (B)(Perception), Weapon Finesse
    Skills Acrobatics (16/+23), Bluff (16/+26), Concentration (16/+26), Diplomacy (16/+26), Fly (16/+22), Knowledge (warfare) (16/+23), Perception (16/+31), Stealth (16/+19)
    Mojo double (max 150,000; total 145,500) 6 mithral scimitars (6,250 each), belt of physical perfection +6 (108,000) and fortification 100% (80,000), 5,000 gp worth of jewelry

    Multiweapon Mastery (Ex) A marilith never takes penalties to her attack roll when fighting with multiple weapons.

    The marilith's racial suite of spell-like abilities is as follows: 1st—bless, 2nd—heightened mage armor, 3rd—fly, 4th—extended greater magic weapon, 5th—telekinesis, 6th—blade barrier, 7th—project image, 8th—summon monster VIII (1 hezrou).


    Doesn't giving monster magical equipment significantly increase their lethality?


    Giving them PC gear increases their CR by +1. Keeping within NPC gear is fair play: for intelligent opponents who would logically have access to equipment, items don't get stored up an anal cavity and just fall out when they die.

    Remember, this thing should be an equal match for a party of four 13th level PCs, each with their own gear nearly equal in value to her total -- not including bonded items, crafted gear, etc. To refrain from giving the marilith usable treasure is to massively softball the encounter.


    That's a fair point. Thanks.


    If precision damage is to be standardized (see above), it probably makes sense to declare that [strikes] are precision effects, so as not to need all the "if you hit an opponent with a discernable anatomy" spelled out every time, and all that. If you do that, though, fortification becomes way too cheap for what it does. I recommend pricing it as an enhancement bonus instead (5% per +1), with a multiplier of 300 numen. Add the following paragraph under "Enhancement Bonuses" in Chapter 6:

    Chapter 6 wrote:
    Fortification: Each 5% chance to ignore precision damage and additional effects of confirmed crits is treated as a +1 enhancement bonus. Light fortification (25%) therefore costs 52 x 300 = 7,500 numen; 30,000 for moderate (50%) fortification, 67,500 for heavy (75%) fortification, and a maximum of 120,000 numen for 100% fortification (virtual immunity, except when specific feats or talents are applied).

    And delete the later paragraph under "feats." The added bonus is that we don't set an awkward precedent of allowing class features as item enhancements, which I was never very happy about to begin with.


    Conditions:

    The Save-or-lose changes do not cover everything it does in the core rules. Charm person, for example, does not do anything but lower the target’s charisma. There is a name for this condition [Charmed], and I have suggested a use for it:
    [Charmed]: The target will accept and accommodate requests and orders as if issued from a friend, loved one, or authority. The target obeys orders that seem to him reasonable and will ignore existing hatreds or conflicts with the caster, which is represented by this:
    A [Charmed] person’s existing charisma penalty to charisma-based skill checks is doubled against requsts (as the Diplomacy skill use) issued by the caster, which effectively represents the decreased mental will to oppose the caster. I.E, if Bob Enchanter requests for a Alice (a neutral party) to assist him in combat (normally Dangerous Aid or higher), which is something a normal Charm Person spell could do, and casts a Charm Person spell (which deals 1d6+3, or 4 Cha penalty). When Bob asks for an opposed diplomacy to see whether or not Alice will help him, the normally +10 to her will (if Indifferent) is lowered to +2, as she takes a -8 morale penalty due to the failed save vs. [Charm Person]. Chances are that Alice may find that assisting Bob is worth doing, and she does help accordingly. A self-destructive request (as adjudicated by the referee grants the target another saving throw with the target’s unmodifier will save.)
    The [Dominated] condition inflicts the same penalty, but the caster does not need to issue requests to the subject, and could command them directly, except under the conditions set by the spell.

    Minor Errors:
    In Cha 7 (Spells), Darkness when constructed decreases the level of light by 2 steps. It should be 1 step.
    Observations:

    The new metamagic spell construction rules make the trait: Arcane Lineage much stronger than it previously was. A sorcerer taking the trait can cast all evocation spells one level lower, and same goes for choosing this trait to serve a base spell. I have been considering removing the trait altogether, but a player suggested that it would make a good arcane feat. I’d like to hear your thoughts.

    Additional use for Combat Expertise [Stance:

    The penalty to attacks and increase to AC (the dodge bonus) is called Fighting Defensively. One can fight defensively untrained, but upon accessing Combat Expertise, one can use the stance to Fight Aggressively. The bonuses and penalties under the normal use can be reversed, gaining circumstance bonus to Attack, with a circumstance penalty on AC.
    This reflects the natural ability to press on in combat. Fighting Defensively cannot be used with Power Attack.


    Arrius wrote:
    I have been considering removing the trait altogether, but a player suggested that it would make a good arcane feat. I’d like to hear your thoughts.

    I don't use Pathfinder traits, so I pretty much have no idea what they do; I had to look that one up. I'm not able to find "Arcane Lineage," but I did turn up this one:

    PRD wrote:
    Magical Lineage: Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level.

    For more than one metamagic feat, this is pretty much already subsumed in the "stacking metamagic" rules, without needing to pick a spell -- so I wouldn't allow it at all for that (Introduction, "Allowing New Material," step 1, IIRC).

    That said, I could see maybe making a feat that gives you -1 to the metamagic cost (minimum +1) when applying one metamagic feat only to that spell, if someone really wanted that, but I'm leary of handing out too much free metamagic. If you want that kind of thing, it's better to take levels in straight (generalist) wizard and use the free metamagic class feature that's built in.


    Arrius wrote:
    Charm person, for example, does not do anything but lower the target’s charisma.

    Yep. Lowering the target's Charisma lowers his or her Will saves and opposed Bluff checks, making him easier to control (through Diplomacy or browbeating with Bluff, so a good enchanter will always invest in those skills). When Cha is reduced to 1, that person has the full [charmed] condition until some points are regained.


    How exactly does the wild Mage/sorcerers disintegrate damage work from the eldritch just want to know how it affects things like objects and such and if I'm missing it the rules just tell me where.


    Something I realized recently, is that the metamagic system introduced in Kirthfinder could be reworked for a Words of Power type spellcasting system fairly easily. Rather than getting a normal spell progression, the Words of Power caster would gain the cantrips, daily spell slots, and be able to learn a certain number of metamagic feats at each level (similar to rage powers or rogue talents). The Kirthfinder system already allows this, but one could also easily port the entire system back into the normal PFRPG, call it a slightly different type of caster/form of casting class and it would run seamlessly.


    I have updated my files and PDFs with the errata and am still cool with sharing them to any who PM me their email and whether they'd like PDFs, the editable docs or both.


    Several of the Sorcerer Bloodlines have an ability called "Prepare Spell" that allows them to "prepare a spell as a wizard".

    What is the advantage of this? Why is a prepared spell better than a spontaneous one?

    The original Kirthfinder rules had a Lynchpin feat that tied in with the Amber themed Bloodlines. Is that what this is meant to be?


    Scavion, I would love to have the compiled errata on editable word.

    email:
    Psyblade2010@hotmail.com

    Kirth wrote:
    I don't use Pathfinder traits, so I pretty much have no idea what they do; I had to look that one up.

    Which sourcebook do you cite for traits?

    Regardless, I have a few more additions to the Kirthfinder legacy.

    Bombs, Guns, and other Mischievous things:

    Guns, Magazines, and Wands of Shotgun
    Kirthfinder has played with the idea of using metamagic feats to construct and design all-new spells. Kirth himself proposed an alternative for gun rules in normal Kirthfinder, by using metamagic to make a bullet spell and treat guns as wands. I wish to further develop this idea, with the concept of Rechargeable Wands and Single-Use Grenades.
    For reference, there is the Bullet Spell on this very page:
    Ray of frost (0) + Reach Spell (Close to Medium; +1 level) + Versatile Evocation (force; +1 level) + Energy Admixture(Cold to fire/Piercing; +0 levels) = 2nd level spell.
    Normally, when a wand has exhausted its uses, the wood returns to its original nonmagical state. From Sean K. Reynolds, I have found his Recharging Spell-Trigger Items variant rule, and I have a further modification. For reference, here is the rule he proposed on his website.

    Variant: Recharging Spell-Trigger Items
    A character may recharge an existing staff or wand by using the craft item rules to increase the number of charges in the item. Divide the item's market price by 50 to determine the price per charge. Multiple the price per charge by the number of charges the character is adding to determine the total cost of improvements for the item; determine time, gp, and XP expenditure normally based on the improvements cost.
    The character must add at least 10 charges to the item with each recharging.
    The character does not receive a discount for recharging the item (the cost per charge for recharging is exactly the same as if she were creating a new charged item of similar type).

    Magazines, Recharging, and Prices
    If the Gun (Otherwise known as a Use-Activated Wand of Bullet on medium range), costs 750 x Spell level (2) x Caster level 3 (Ranks in Craft (Technological)) x Limited Ammunition (0.5) x Mishap (0.5) x Item requires Craft (Technological Device). A CL 3 gun costs 1,000 numen. As a wand, the caster (or shooter) uses a range touch (or provides a DC when using the Explosive/Burning metamagic in conjunction with the weapon) to harm the enemy, and it has a maximum charge of 10 Bullet spells.
    When shooting a gun, the character must make a Craft (Technological Device), and if they roll a failed check (DC equal to the creation of the weapon -5), the gun suffers a mishap similar to scroll mishaps. (Backfire: 3d6 to caster/misfire: strikes randomly within range/Internal damage: deals 3d6 to the gun itself/etc.).
    The gun can be used at will, and can store up to 10 shots. A normal Bullet Magazine costs 20 gold and has 10 charges, loaded as a standard action (Speed reduced through sleight of hand, scaling as a hidden weapon). Of course, since these are guns (by virtue of them being created items out of Craft (Technological Device) checks, they can work in dead-magic zones and anti-magic fields normally.

    Bombs, Flasks, and Grenades:

    Grenades are a concept subsumed by normal alchemical flasks, which, along with metamagic feats + Grenadier talent and copious application of the Craft (Alchemy) skill, do a decent job of providing a supplementary system. I began wondering, however: Why circle around the excellent Kirthfinder spell-creation system when there is possibility of living within it?
    The Craft (Alchemy) skill can work differently when the character in question has Spellcasting capabilities and a sufficiently high caster level (or ranks in concentration) into allowing the creation of potions, and one possessing ranks in Knowledge (Linguistics) can create scrolls. Why not throw Augmented Alchemy, the Grenadier talent and mundane items like Alchemist’s Fire/Frost/Acid out the window and imbue potions into becoming explosives by magic?

    New Base Spell:
    Explosion, Lesser
    Ray of Frost (0) + Shape Spell (Ray to Burst; +2 levels) + Energy Admixture (Cold to Fire/Slashing; +0 levels) + Reach Spell (Close to Touch; -1 level) + Versatile Evocation (+Force; +1 level) = 2nd level Arcane spell creating a burst that deals 1d6 fire/CL in a 20 ft. burst, maximum 5d6 fire damage.
    This potion/grenade activates as a CL1, unless enhanced beforehand as the use under Craft (Alchemy) rules.

    The Reflex save counts as a normal spell, the save being 10 + Spell Level + crafter’s Intelligence modifier, costing normal for potions: (50 x Spell level x Caster level).
    Instead of casting it and blowing one’s self (not insinuating it couldn’t ever be a legitimate option, given Alchemists’ reputation), one can use the Brew Potion ability to cast it into a potion. If we apply the rules regarding splash weapons to potions, it would be a better option than to use an Alchemist’s Fire flask.
    The DC to create these are as normal for spell-potions of the level.

    This variant stands in the middle between the Alchemist’s Bombs class feature, and the existing mundane alchemical items in the game world, being something of a ‘Magical grenade’. One could substitute ranks in Craft (Technological Device) or Craft (Alchemy) to work this variant instead of ranks in Concentration, at the referee’s discretion.

    Special: Alternatively, grenades could be considered as Scrolls for mechanical purposes rather than potions, but I have chosen the former as the respective container is relatively the same.
    As for the existing Grenadier talent, I am wary to allow sneak attack damage to be applied, but am not completely opposed to it. The aspect of synergy is removed out of the combat talent and subsumed into normal rules, but not the ability to deal sneak attack damage through the bomb itself, save with favorable referee interpretation of Surprise Spells.

    Weapon Ranges:

    I had an idea roam about my head for a while with regards to range increments. Why not integrate existing spell ranges into mundane weapon ranges?
    Melee Weapons have a range of 5 ft. Ray, except Polarms and other reach weapons, who have a range of Ray 10 ft. or 15 ft,
    Special: Exotic uses of weapons (like the cutlass and the club) that grant range stays in Ray, only with improved reach.
    Light ranged and thrown weapons have a range of Close, which is 30 ft. + 5 ft./2 levels). Throwing knives, Hand Crossbows, Blowguns, Darts and Throwing Axes all fall under this category.
    Projectile weapons that have a range of Medium (100 ft. + 10 ft./level) are Light Crossbows, Shortbows, Kestros, Slings, Sling Staff, etc.
    Projectile weapons that have a range of Long (400 ft. + 100 ft./level) includes the Longbow (Reference point is the average of English longbows).
    The ability that stands in place of caster levels is either ranks in sleight of hand, perception or athletics, depending on the governing attribute. This allows a level 20 rogue to lob throwing axes with no penalty for up to 80 ft. away. One can easily allow a cumulative -2 for each 30 ft. beyond the first 30 ft. of range for Close ranged weapons, or for every 100 after the first 100, etc, so to preserve the normal ranged increments while keeping the variant rule, though I prefer to let the level 20 rogue to do whatever he pleases with his axes. He’s earned the right to throw them up to 80 ft.
    This can drop weapons in easy-to-classify areas and allows for talented characters to reach great distances while still being accurate. Of course, one can say simply declare that cumulative -2 penalty does not harm accuracy for talented archers with feats like Far Shot and high enough base attack bonus, but standardization is why Kirthfinder and Pathfinder had abilities like Sneak Attack, Eldritch Blast, and Channel energy all scale similarly; it’s easier to calculate and brings its own benefits when new material is added in.
    Far Shot counts the scaling attribute to be 5 points higher (as Feat Mastery).
    Point-Blank Shot's scaling ability remains the same under these rules.


    Firstbourne,

    The advantage spell preparation over spontaneous casting is primarily related to metamagic application. A Burning Fireball under a sorcerer would be cast as a full-round action, possibly taking up to more than a round under certain conditions.


    Firstbourne wrote:

    Several of the Sorcerer Bloodlines have an ability called "Prepare Spell" that allows them to "prepare a spell as a wizard". What is the advantage of this? Why is a prepared spell better than a spontaneous one?

    Because your sorcerer can now keep a spellbook and swap out the prepared spell every day, instead of being stuck with it forever. This is a MAJOR benefit, included to provide a rules rationale for the Arcane bloodline to be the default one.


    Arrius wrote:

    Why not integrate existing spell ranges into mundane weapon ranges?

    I seem to remember posting a few pages ago that I'd wanted to do that, but ran out of steam. Ideally, there wouldn't even be "feet" increments, just Adjacent/Close/Medium/Long/Extreme, allowing people to dispense with battlemats entirely. Weapon and spell ranges and Perception penalties and so on would fit on a cute little 5-line table.

    The problem I ran into was with tactical movement, and 20 ft. speed vs. 30 ft., for example. Do you just let the 20 ft. guys move from "close" to "adjacent," whereas the 30 ft. guys can go from "medium" to "adjacent"? That ups 30 ft. speed, tactically, to more like 100 ft., which I dislike.


    Arrius wrote:
    Why not throw Augmented Alchemy, the Grenadier talent and mundane items like Alchemist’s Fire/Frost/Acid out the window and imbue potions into becoming explosives by magic?

    Exactly so, and that sort of thing is where I was headed when I intentionally blurred the lines between magic and Craft in the enhancement bonus rules in Chapter 6. An acid flask with a 10'r. burst would be something like ray of frost + Versatile Evocation (cold to acid; +0 levels) + Shape Spell (ray to burst; +3 levels) + Widen Spell (20'r. to 5'r., -2 levels) = 1d6 acid/level (max 5d6), with a default of CL 1st as you noted. The cost would be the same as for any other 1st level potion (50 gp). And, yes, you'd use Craft (alchemy) in place of Spellcraft.


    Talonhawke wrote:
    How exactly does the wild Mage/sorcerers disintegrate damage work from the eldritch just want to know how it affects things like objects and such and if I'm missing it the rules just tell me where.

    Good question, especially because there's no energy type of "disintegration" that people get resistance to. I'd provisionally treat it as negative energy damage, with the caveat that people killed (or objects detroyed) get turned to dust.


    Scavion wrote:
    I have updated my files and PDFs with the errata and am still cool with sharing them to any who PM me their email and whether they'd like PDFs, the editable docs or both.

    My apologies folks, I forgot to update the table on the Monk to reflect the delayed gaining of Sutras in the errata.

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